Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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I've read this Tank building tutorial with Gmax. And I did that perfectly, but when I went to the tank set up tutorial the tank was already skinned and I have no idea how to do that. Can somebody help? Thanks. Btw, in that tutorial the tank is skinned when he uses Gmax to see it, but when I tried to import one of the game's original tanks, in final big I see it's normal, but with RenX or Gmax it's just white. Can somebody explain that to me? And if there are two ways of skinning, I would like to learn the way he used in his tutorial. |
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UTD^Force
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Major Joined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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If you skinned an Editable Mesh then IT WILL BE just white in GMax. Otherwise it looks normal in-game. If you detach the mesh using ChilliSkinner then you can see the textures. It'd take too long for me to explain UVWMapping though. Though feel free to experiment. Edited by user Friday, August 15, 2014 12:53:51 PM(UTC)
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Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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so, to skin it I need to use ChilliSkinner? |
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UTD^Force
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Major Joined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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No. Its only for detaching complicated shapes so that you skin each face independently. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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To skin the tank I should use......? And is there any tutorial about the skinning program ? |
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UTD^Force
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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so, i think you're saying it turns white when you put the skin on. If that's the case, put the skin on then with your skinned object [only one piece at a time, not the whole unit] go to the Modify tab, Modifier List, UVW Map, then your skin should appear. UVW Map also gives you a couple of options to mess with the skin. |
one soul at a time |
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Originally Posted by: Rrtaya_tsamsiyu so, i think you're saying it turns white when you put the skin on. If that's the case, put the skin on then with your skinned object [only one piece at a time, not the whole unit] go to the Modify tab, Modifier List, UVW Map, then your skin should appear. UVW Map also gives you a couple of options to mess with the skin. Thank you, but what I need is the program I need to skin. And a tutorial for using it if possible. |
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UTD^Force
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Major Joined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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There is no such program.
You can skin with GMax/RenX, drag the texture on to the part of model, make sure you're using .tga or .dds...
Just follow what Rrtya_tsamsiyu said.
And like I said, you don't need Chilliskinner PLUGIN, its just there do you can detach complicated shapes so you can skin them independently. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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So to skin, I drag the texture? How? I think this is a stupid question. |
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UTD^Force
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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Under the tools tab is a thing called asset browser. Open that, and browse to your texture. Your texture must be a .tga or .dds, i've never used dds.
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one soul at a time |
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Originally Posted by: Rrtaya_Tsamsiyu Under the tools tab is a thing called asset browser. Open that, and browse to your texture.
I didn't find that, can you add an image? |
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UTD^Force
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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Utilities tab, sorry. It's the tab on the right that has the hammer |
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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I can't make it fit... Edited by user Monday, August 18, 2014 7:22:22 AM(UTC)
| Reason: Added the image |
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UTD^Force
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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Well i don't know much else about skinning, experimenting is probably your friend now. |
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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I added the treads, how can I make the tread move when the tank moves? Like the chinese ECM tank's tread. |
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UTD^Force
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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i never tried too hard to figure that one out, i'm sure there's info about it somewhere around here Edited by user Wednesday, August 20, 2014 1:10:04 PM(UTC)
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one soul at a time |
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Ok, how to make the barrel recoil? I saw something in the crusader's code in AmericaVehicle.ini called "WeaponRecoilBone = PRIMARY Barrel" does the word 'barrel' refer to the barrel itself or another bone? Any help? And to make some smoke appear when the tank isn't damaged, like the American dozer. And last thing (in this post of course :D) if I want to add my tank to the game: 1- Will I need to replace an original tank? Or I can just add it? 2- Are these everything I need to change in ini s? If I am adding the tank to GLA. Armor.ini - Add the tank's armor. GLAVehicle.ini - Add the tank and its data. CommandSet.ini - Change the arms dealer CommandSet. CommandButton.ini - Add the button which builds the tank. Hulk.ini - I have a question about this. Locomotor.ini - Add the tank's locomotor. Voice.ini , I am adding new voices. 3- How to make a "Dead Hulk" for the tank? I mean how to make it appear when the tank is destroyed? |
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UTD^Force
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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Barrel is the name of the barrel, basically. You can see the effects of changing this by making something else be the recoil bone, like the turret. You can add it as a new tank, just copy an existing unit's code and change it's name and make it use your model. You don't have to make a unique armor locomoter or anything like that if you don't want to, just the unit code edit a command set and add a button to build it. Edited by user Wednesday, August 20, 2014 6:06:10 PM(UTC)
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one soul at a time |
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Thanks, but last question about the hulk, can you answer it? Because I really want to know that. |
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UTD^Force
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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oh, if i remember correctly a death module in the unit's code points to a hulk in hulk.ini, then that entry says to use a certain model and that sort of thing. Basically makes it to where you can have a unit look dead when it dies. Or you could have a dancing clown appear when the tank dies, it's up to you. Edited by user Wednesday, August 20, 2014 9:33:44 PM(UTC)
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